X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=scripts%2Fentities.ent;h=2845c54ddb5ac077f18244bb463c29aed5a8f729;hb=d5cffb5af58b795caac67214a2ebc53f4fda5c44;hp=db56802275db593d0cc668682bb9628ed0536480;hpb=1806d46bd32894a7da4c4f60b16032c2f2e82b04;p=xonotic%2Fxonotic-maps.pk3dir.git diff --git a/scripts/entities.ent b/scripts/entities.ent index db568022..2845c54d 100644 --- a/scripts/entities.ent +++ b/scripts/entities.ent @@ -248,7 +248,7 @@ Basic secret door. Slides back, then to the side. Angle determines direction. Op This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. -To select the func_group, either select it from the Entity List window, or select a bruch belonging to the func_group then use the menu option Edit -> Expand Selection To Primitives. +To select the func_group, either select it from the Entity List window, or select a brush belonging to the func_group then use the menu option Edit -> Expand Selection To Whole Entities. -------- Q3MAP2 KEYS -------- light map resolution factor Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. @@ -515,7 +515,7 @@ Small Armor (default 5 armor points) modeldisabled="models/items/g_a1.md3" - + Machine Gun ammo -------- KEYS -------- bullets gained by this item (if unset, g_pickup_nails is used) @@ -529,7 +529,7 @@ Machine Gun ammo modeldisabled="models/items/a_bullets.md3" - + Vortex, Electro and Crylink ammo -------- KEYS -------- cells gained by this item (if unset, g_pickup_cells is used) @@ -726,7 +726,7 @@ Don't use this entity on new maps! Use item_key instead. - + Instagib ammo. Always contains 5 (g_instagib_ammo_drop) shots. It only appears when playing Instagib and prevents auto-replacement of weapon_vortex & weapon_devastator when used. @@ -741,7 +741,7 @@ It only appears when playing Instagib and prevents auto-replacement of weapon_vo modeldisabled="models/items/a_cells.md3" - + Devastator, Hagar and Mortar ammo -------- KEYS -------- rockets gained by this item (if unset, g_pickup_rockets is used) @@ -755,7 +755,7 @@ Devastator, Hagar and Mortar ammo modeldisabled="models/items/a_rockets.md3" - + Shotgun ammo -------- KEYS -------- shells gained by this item (if unset, g_pickup_shells is used) @@ -1201,6 +1201,7 @@ After the counter has been triggered "count" times, it will fire all o Trigger that delays triggering by a given amount of time. Only one action can be waited for; if triggered again before the "wait" time expires, the timer will restart (as opposed to trigger_relay). -------- KEYS -------- delay the triggering by the given time +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered print this message to the player who activated the trigger @@ -1217,7 +1218,7 @@ Has the useful effect of automatically returning flags, keys and runes when they team that gets hurt (5 = red, 14 = blue, etc) (when set, only this team can get hurt) if triggered using this target name, the activator will be the one who gets the frag awarded for hurting someone using this trigger (hint: The Frag Pipe) -------- SPAWNFLAGS -------- -the team that owns this will NOT jump when touching this +the team that owns this will NOT get hurt when touching this @@ -1262,6 +1263,7 @@ Variable sized repeatable trigger. Must be targeted at one or more entities. I prevent triggering again for this amount of time (default: 0.2, set to -1 to wait indefinitely, or -2 to not wait at all) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered trigger all entities with this targetname when triggered @@ -1286,6 +1288,7 @@ Basically, it's a use-once trigger_multiple. amount of damage that has to be dealt to the trigger to activate (it then won't respond to merely touching it) 1 to play misc/secret.wav, 2 to play misc/talk.wav, 3 to play misc/trigger1.wav path to sound file, if you want to play something else +open "func_door_rotating" with "BIDIR" in reverse direction trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered delay the triggering by the given time @@ -1308,10 +1311,10 @@ Quake "movedir/speed" way: player will get velocity movedir * speed * when target is not set, direction vector to push to, this * speed * 10 is the velocity to be reached. speed of jump pad (default: 1000) sound to play when jump pad is used; default is misc/jumppad.wav; you can set it to "" to make the pad silent -team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can teleport) -when targeted by a func_button, pressing the button will reassign the teleporter to the team of the activator. +team that owns this jump pad (5 = red, 14 = blue, etc) (when set, only this team can jump) +when targeted by a func_button, pressing the button will reassign the jump pad to the team of the activator. -------- SPAWNFLAGS -------- -the team that owns the teleporter will NOT jump when touching this +the team that owns the jump pad will NOT jump when touching this @@ -1423,9 +1426,9 @@ the Hagar modeldisabled="models/weapons/g_hagar.md3" - -the Laser. Note that unless you use - settemp_for_type all g_start_weapon_laser 0 + +the Blaster. Note that unless you use + settemp_for_type all g_balance_blaster_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- time till it respawns (default: 15) @@ -1443,7 +1446,7 @@ the Vortex In Instagib, this turns into an item_vaporizer_cells if no explicit item_vaporizer_cells have been placed. -------- KEYS -------- initial cells of the weapon (if unset, g_pickup_cells is used) -time till it respawns (default: 15 * g_balance_vortex_respawntime_modifier) +time till it respawns (default: 15) respawn time randomization +/- seconds (default: 0) out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. @@ -1470,7 +1473,7 @@ modeldisabled="models/weapons/g_rl.md3" the Shotgun. Note that unless you use - settemp_for_type all g_start_weapon_shotgun 0 + settemp_for_type all g_balance_shotgun_weaponstart 0 in your mapinfo file, everyone will already spawn with one, making this pickup useless. -------- KEYS -------- initial shells of the weapon (if unset, g_pickup_shells is used) @@ -1498,6 +1501,20 @@ the Machine Gun modeldisabled="models/weapons/g_uzi.md3" + +the Arc (experimental weapon) +-------- KEYS -------- +initial cells of the weapon (if unset, g_pickup_cells is used) +time till it respawns (default: 15) +respawn time randomization +/- seconds (default: 0) +out of items with the same value here, only one (random one) will spawn. Useful to put multiple items on one spot. +weight of this item for random selection using "team". Set to a lower value for items you want to see less likely. +-------- SPAWNFLAGS -------- +the item will float in air, instead of aligning to the floor by falling +-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- +modeldisabled="models/weapons/g_arc.md3" + + The world. If you see this, the currently selected brush is not of an entity. @@ -1625,6 +1642,7 @@ Specialised version of func_pointparticles -------- KEYS -------- trigger all entities with this targetname when triggered name that identifies this entity so it can be triggered +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- assume it is already turned on (so the first event is NOT passed through) @@ -1671,6 +1689,11 @@ A brush that when entered changes the player's view to a position between target allow regular aiming and movement while forcing the camera between the viewlocation points show a crosshair on screen and allow 2d aiming instead of only forward allow moving up and down as well in side-scrolling mode, useful for brawlers +follow the player when they leave the trigger's start and end boundaries +don't use the camera's angles for the view +hard snap changes the angle as soon as it crosses over the nearest 90 degree mark +unlock the camera's view to allow up and down angles (useful for top-down view camera) +avoid snapping the view angles unless absolutely necessary @@ -1732,7 +1755,7 @@ For the number fields, not specifying a value means not changing it. To clear ar You may want to target this by a race checkpoint, a teleporter, or a trigger_multiple with ALLENTS set (so it removes weapons thrown through the field to avoid getting a weapon through it). -------- KEYS -------- used to trigger this -space separated list of items (either weapon short names (like in g_start_weapon_* cvars), or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") +space separated list of items (either weapon short names or item short names "unlimited_ammo", "unlimited_weapon_ammo", "unlimited_superweapons", "invincible", "strength", "jetpack" and "fuel_regen") message to print amount of shells amount of bullets @@ -1890,6 +1913,7 @@ Relays the trigger event if a cvar is set to a specified value. The name of the cvar to check The value of the cvar to check The count of entities that must be found +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- trigger if the cvar does NOT match the value. @@ -2041,6 +2065,7 @@ Works similar to trigger_relay, but only relays trigger events if the team of th print this message to the player who activated the trigger remove all entities with this targetname when triggered 5 for red, 14 for blue, 13 for yellow, 10 for pink team +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- also relay events if the activator has no team set only relay the event if this entity has the matching team @@ -2286,6 +2311,7 @@ Triggers targets when a given magic word has been said all entities with a matching targetname will be triggered. instead of triggering ALL matched entities, trigger ONE of them by random if TUBA is set, this is a string of "instrument+1 mintempo maxtempo". Components can be set to 0 to not match. +open "func_door_rotating" with "BIDIR" in reverse direction -------- SPAWNFLAGS -------- do not respond to "say" messages do not respond to "say_team" messages